Liberty Unleashed

Title: An update on the progress
Post by: VRocker on July 24, 2012, 06:52:30 pm

Its been quite some time since any news was posted on LU so i thought i'd break the silence.

As some of you keen-eyed people may have noticed, the progress bar on the left of the homepage now says the progress on the next version of LU (0.1.1.0). This next version features a lot of changes and new things which we have been working on for a while.

Some of the new features in 0.1.1.0 are as follows:For starters, LU now allows you to import your own object models to use in your server. We felt this was a necessity as GTA3 has some fairly bad objects normally and custom objects helps to make your server more unique. Objects that can be imported can be made for either GTA3 or Vice City since there aren't many models made for GTA3, so we added a few patches to allow VC models :)All that is required to import new models into LU is a dff, txd and a col file. You then simply do CreateObject in your script as normal but specify the name of the dff instead of the model ID. More information on using custom objects will be added to the forum or wiki when the next version is released.

Another thing that we have added in the next version is NPCs. Currently the NPCs are fairly basic and can't do as much as we want them to but we are planning to expand on them in future versions. NPCs are going to be mainly script controlled, with handling how they handle being shot and ran over being processed in your own scripts. This will allow server owners to give greater control over their NPCs and give a more unique feel to the server.Currently you can set the NPCs position, angle, health, armour, alpha, weapon and place them in vehicles in either the driver or passenger seat. There are also events for when NPCs get shot or hit by a vehicle. As i said we will be expanding on these in future versions so they can follow preset paths and eventually be able to 'break free' of the paths as well as shoot at a specific location as dictated by a script. The reason why they can't currently do that is because its a lot of work.

Something else that has been added which was originally planned for LU is control of the timecyc.dat file in GTA. For those of you that don't know, the timecyc.dat contains information on the colour of the sky, cloud data and light intensity of the sun/moon/stars. This means that server owners will be able to create some strange looking environments inside GTA to better fit their game modes. For example, if you run a zombie-style server then you could change the sky to blood red :)Timecyc stuff will be controlled either by adding a custom timecyc.dat file in the server or by using script functions, enabling them to be changed in real time.

Some news that will make some server owners cheer now. Over the past week or so we have been working on a new ban system which doesn't just depend on the IP of the player. We have been forced to add this new ban system by idiots who persist in cheating, abusing bugs and then ban evading. This spoils the game for everybody and ruins the mod as a whole as the player base is still rather small.Currently the new method generates a unique identifier for each player which cannot be changed making it very hard for a player to evade their ban. We are also looking into other methods just in case somebody does manage to get around the UID as you can never be too careful.When the system is finished you will be able to choose in your scripts which ban type to add. This could be a simple name ban, IP, UID or any other ways we may add before the release.

That is just a few of the new features we have added in the new version, we may add some more before we release it depending on how much work is required.Aside from the features, we have also been working on making the mod more stable and optimising it better for lower end machines. Quite a few of the most common crashes have now been fixed, and it seems like we have finally fixed the 'invisible car' issue which caused a few crashes.

As a reminder, please report any bugs you encounter to http://mantis.liberty-unleashed.co.uk (http://mantis.liberty-unleashed.co.uk) so it is easier for us to track them.

We hope you will like the new things in LU and are looking forward to the next release. We can't give any estimations on when it will be released but are aiming to release it soon as some of the fixes are important.

Title: Re: An update on the progress
Post by: NC on July 24, 2012, 09:48:05 pm

Umm, LU is going to be MTASA #2 I see 8)

Title: Re: An update on the progress
Post by: XGamer on July 25, 2012, 12:26:32 am

Title: Re: An update on the progress
Post by: niCe on November 10, 2012, 01:34:40 pm

Hopefully it will be released soon. I'd love to see the NPCs ;)

Title: Re: An update on the progress
Post by: Davey99 on November 29, 2012, 05:27:45 pm

i hope it will be released soon.. :)

Title: Re: An update on the progress
Post by: [EG]~[S]aha~ on January 06, 2013, 03:38:09 pm

Dear VRocker how much more we wait until the update ? ???

Title: Re: An update on the progress
Post by: VRocker on January 06, 2013, 05:06:45 pm

It will be released when its ready. Do you really think spamming me with this question will make me say 'oh i'll release it tomorrow' or something? I havn't forgotten about LU nor have i given up on it.

Work takes priority over LU and these days i havn't got much time to work on it but i do mess with it when i can. The update is close but there are still bugs that need ironing out. I would rather get a stable working release out instead of some buggy POS since i don't want everybody spamming me with PMs that the update is broken.

Have some patience and it will arrive.

Title: Re: An update on the progress
Post by: SugarD on January 06, 2013, 06:02:01 pm

As I always tell everyone with the release of Argonath RPG's LU server, "it will be done when it's done". I think the same concept can be applied here to the mod's next release itself. :)

Title: Re: An update on the progress
Post by: [EG]~[S]aha~ on January 12, 2013, 11:34:43 am

VRocker we are looking forward to the update thanks for the reply luck in the development! ;)

Title: Re: An update on the progress
Post by: Shadow. on January 12, 2013, 11:52:37 am

Just a question for those guys who spam 'WHEN UPDATE RELEAISSS???'

You want the update to be released tomorrow and to be barely playable, or you want a fully functional update released in 2014?

Title: Re: An update on the progress
Post by: GuenosNoLife on January 12, 2013, 12:06:30 pm

You want the update to be released tomorrow and to be barely playable, or you want a fully functional update released in 2014?

TOMORROW ;D ;D

Title: Re: An update on the progress
Post by: Alphazor on January 12, 2013, 04:35:18 pm

When ever you ask VRocker about the release,he delays it for a week :>

Title: Re: An update on the progress
Post by: Rocky on January 13, 2013, 06:19:16 am

Take your time vrocker! we are looking for a bug-free update! Good Luck working! ;)

Title: Re: An update on the progress
Post by: wiklo on February 15, 2014, 03:55:45 pm

wow great ! waiting for next update!

Title: Re: An update on the progress
Post by: Amora187 on February 16, 2014, 09:21:00 am

Hello VRocker, in this Update can you please make a fix for Users who having problems connecting to server like it openes Single Player, because i have Windows 7 64bit

Title: Re: An update on the progress
Post by: Romop5 on February 16, 2014, 10:11:55 am

I had Win 7 x64 and it always worked good for me. It just needed some startup settings.

Title: Re: An update on the progress
Post by: MetalLuigi77 on March 28, 2014, 06:06:04 am

Will the NPCs be able to automatically enter a vehicle and drive it on a recorded route? Like i use a feature to record the route and the NPC will automatically follow it. Also will the NPCs take a player slot like in SAMP?

I'm thinking of a NPC that drives the Coach stopping at bus stops all around Liberty City.

Title: Re: An update on the progress
Post by: 2204 on March 29, 2014, 06:26:16 am

Will the NPCs be able to automatically enter a vehicle and drive it on a recorded route? Like i use a feature to record the route and the NPC will automatically follow it. Also will the NPCs take a player slot like in SAMP?

I'm thinking of a NPC that drives the Coach stopping at bus stops all around Liberty City.

That would be really cool actually :D

Title: Re: An update on the progress
Post by: SugarD on April 25, 2014, 02:50:05 pm

I believe you would have to script their path manually, but I'm not 100% sure on this yet, as the feature is not finished.

Title: Re: An update on the progress
Post by: Shadow. on April 26, 2014, 10:13:21 am

Another thing that we have added in the next version is NPCs. Currently the NPCs are fairly basic and can't do as much as we want them to but we are planning to expand on them in future versions. NPCs are going to be mainly script controlled, with handling how they handle being shot and ran over being processed in your own scripts. This will allow server owners to give greater control over their NPCs and give a more unique feel to the server.Currently you can set the NPCs position, angle, health, armour, alpha, weapon and place them in vehicles in either the driver or passenger seat. There are also events for when NPCs get shot or hit by a vehicle. As i said we will be expanding on these in future versions so they can follow preset paths and eventually be able to 'break free' of the paths as well as shoot at a specific location as dictated by a script. The reason why they can't currently do that is because its a lot of work.

As a reminder, please report any bugs you encounter to [url]http://mantis.liberty-unleashed.co.uk[/url] ([url]http://mantis.liberty-unleashed.co.uk[/url]) so it is easier for us to track them.

We hope you will like the new things in LU and are looking forward to the next release. We can't give any estimations on when it will be released but are aiming to release it soon as some of the fixes are important.

since the topic is not locked i figured I'd put my mind to the matter of lcpdi already know that the police wonk work basically known that for a decade. in GGM Multiplayer for gta 3 you could steal the cop car and lcpd just walks away. you can beat them nothing. the army fbi and police will follow you i just checked for curiosity i typed the crazy pedestrians with weapons cheat they will actually kill you and attack. if there is a way to code a pedestrian to have police skin and write the code to do the actions of wanted level activated..you just might have something. im not sure if there was a lot pf coding GoE barna did for pedestrians but i really think that this will make it happen if you play with the pedestrians and turn them into police..

The idea for controllable pedestrians has been discussed and was previously being worked on, however as mentioned, you would still have to script in your own functionality to make this work once that feature is released.

Title: Re: An update on the progress
Post by: PerikiyoXD on October 31, 2015, 03:08:27 pm

I personally know that releasing games or some kind of software is risky, because if you release some faulty software, it can harass the community/users and even make them not use it anymore. I've lived this for myself.

Title: Re: An update on the progress
Post by: SugarD on November 09, 2015, 07:02:05 pm

I personally know that releasing games or some kind of software is risky, because if you release some faulty software, it can harass the community/users and even make them not use it anymore. I've lived this for myself.

Exactly! You said it very well.

Title: Re: An update on the progress
Post by: VRocker on November 21, 2015, 04:44:41 pm

Thought I'd plonk a post in here as I've been very inactive for a long time.I really wish that i had the time to work on this mod some more but unfortunately for the last year or so I have been super busy with real life stuff and other not-so-big projects. I know the other developers are in the same position as me.As SugarD has mentioned a few times, this mod is done in our spare time. Something which we are all lacking lately. I am planning on revisiting the LU code around Christmas to look at some of the common bugs and fix up some little things but don't hold me to that as something else might come up.

LU will never be abandoned (as some people think it is) as this will always be my first big project and it will remain special to me and to the other developers. We do sometimes have new ideas for it but finding the time to implement them is a problem. I understand people's frustration with the lack of updates but please understand that paid jobs come first.

So, there may be an update sometime the end of the year with some bug fixes but don't expect too much

Title: Re: An update on the progress
Post by: TurboGrafx on November 21, 2015, 11:46:52 pm

Thought I'd plonk a post in here as I've been very inactive for a long time.I really wish that i had the time to work on this mod some more but unfortunately for the last year or so I have been super busy with real life stuff and other not-so-big projects. I know the other developers are in the same position as me.As SugarD has mentioned a few times, this mod is done in our spare time. Something which we are all lacking lately. I am planning on revisiting the LU code around Christmas to look at some of the common bugs and fix up some little things but don't hold me to that as something else might come up.

LU will never be abandoned (as some people think it is) as this will always be my first big project and it will remain special to me and to the other developers. We do sometimes have new ideas for it but finding the time to implement them is a problem. I understand people's frustration with the lack of updates but please understand that paid jobs come first.

So, there may be an update sometime the end of the year with some bug fixes but don't expect too much

I'm in collage at the moment and will be out of this awful money situation I've been in hopefully soon. What if i could attempt to do some funding for Liberty Unleashed as crazy as that sounds, I wouldn't mind. It would More than likely cause you to want to work on this project again. It would be like a second job during the times of funding.I am not saying big bucks or small bucks maybe like 100 USD during a time of your work on Liberty Unleashed.

Hopefully Cool Updates ;D ?

Title: Re: An update on the progress
Post by: Kunio on November 24, 2015, 05:18:30 pm

Thought I'd plonk a post in here as I've been very inactive for a long time.I really wish that i had the time to work on this mod some more but unfortunately for the last year or so I have been super busy with real life stuff and other not-so-big projects. I know the other developers are in the same position as me.As SugarD has mentioned a few times, this mod is done in our spare time. Something which we are all lacking lately. I am planning on revisiting the LU code around Christmas to look at some of the common bugs and fix up some little things but don't hold me to that as something else might come up.

LU will never be abandoned (as some people think it is) as this will always be my first big project and it will remain special to me and to the other developers. We do sometimes have new ideas for it but finding the time to implement them is a problem. I understand people's frustration with the lack of updates but please understand that paid jobs come first.

So, there may be an update sometime the end of the year with some bug fixes but don't expect too much

I hope you mean this year, not 2020.

Title: Re: An update on the progress
Post by: neocortex on November 24, 2015, 06:12:36 pm